03.assetbundle打包的一种用法

来源:互联网 发布:怎么推广app软件 编辑:程序博客网 时间:2024/05/22 14:19
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEditor;public class TestBunildAssetB  {    //在Unity编辑器中添加菜单      [MenuItem("BuildAssetBundles/BuildSelectAssetbundle")]    static void BuildAssetbundleSelect()    {        // 打开保存面板,选择路径并保存         string outputPath = EditorUtility.SaveFolderPanel("Build Select Assetbundle", "", "");        if (outputPath.Length != 0)        {            BuildTarget activeTarget = EditorUserBuildSettings.activeBuildTarget;            AssetBundleBuild[] buildMap = new AssetBundleBuild[Selection.assetGUIDs.Length];            for (int i = 0; i < Selection.assetGUIDs.Length; i++)            {                string guid = Selection.assetGUIDs[i];                //将GUID(全局唯一标识符)转换为对应的资源路径。                //所有的路径都是相对于工程目录文件。例如” Assets/MyTextures/hello.png”                string assetPath = AssetDatabase.GUIDToAssetPath(guid);                //报告指定 Unicode 字符在此实例中的最后一个匹配项的索引位置。                int startindex = assetPath.LastIndexOf('/') + 1;                int length = assetPath.LastIndexOf('.') - startindex;                //此处是打包后的文件名;根据guid命名,并且自定义后缀名                buildMap[i].assetBundleName = assetPath.Substring(startindex, length) + ".assetbundle";                buildMap[i].assetNames = new string[1];                buildMap[i].assetNames[0] = assetPath;            }            //打包              BuildPipeline.BuildAssetBundles(outputPath, buildMap, BuildAssetBundleOptions.None, activeTarget);        }    }}


本文仅作个人学习笔记,方便复习使用